Re: [hlcoders] Paused state

2014-07-21 Thread Michael Kramer
od way to do this? > > Regards, > Krzysztof Lesiak > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- *Michael Kramer

Re: [hlcoders] Abd'al'hazred

2013-09-26 Thread Michael Kramer
> Betreff: Re: [hlcoders] Dedicated servers not connectable at all, >> listenservers are not registered with the master servers >> >> >> >> Your firewall is open? >> >> Your router is forwarding the correct ports? >&g

Re: [hlcoders] i want join yr hl server

2013-05-16 Thread Michael Kramer
ist preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- *Michael Kramer, Software Engineer & SEO Expert* http://www.siosphere.com | kra.

Re: [hlcoders] Player voice volume

2013-05-09 Thread Michael Kramer
re speaking (or some similar average value) >>>>>> and >>>>>> I'd like to be able to keep a list updated with which players are >>>>>> speaking. >&

Re: [hlcoders] Player voice volume

2013-05-08 Thread Michael Kramer
___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- *Michael Kramer, Software Engineer & SEO Expert* http://www.siosphere.com | kra...@siosphere.com *[

Re: [hlcoders] Compiling in VS 2012

2012-11-27 Thread Michael Kramer
is the same as in VS2010... > I must say that I didn't bother trying to get the 2012 Toolset to work as > I've heard about many incompatibilities with Source. > > - Neico > > On 26.11.2012 19:14:09 GMT+0100, Michael Kramer > > wrote: > > Has anyone been abl

[hlcoders] Compiling in VS 2012

2012-11-26 Thread Michael Kramer
Has anyone been able to compile the SDK in Visual Studio 2012? I need to purchase Visual Studio Professional, and the newest (2012) is the cheapest at $500, but isn't worth it if I can't get the SDK to compile with it. Thanks, ___ To unsubscribe, edit yo

Re: [hlcoders] vsMaster.mll – Maya 2012 Fatal Error

2012-09-10 Thread Michael Kramer
d to re-install Maya and SDK, and > did the same on another machine but all with the same results. > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bi

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-19 Thread Michael Kramer
from gamemovement >>> (CMoveData) >>> postthink (run animstate) >>> >>> the client-side is slightly different for networked players, but the >>> local player runs the same process (more or less, through CPrediction >>> instead of PlayerRunComm

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-19 Thread Michael Kramer
layerRunCommand. > > and note, that it doesn't happen precisely in that order for every > command, as the client will run and transmit input/CUserCmd as fast as it > can. > > Gamemovement is where you should be handling your "barrel roll"; why that > it's not

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-18 Thread Michael Kramer
27 PM, Psy_Commando wrote: > The animstates override player angles, if I remember correctly. You may > want to check it out. > > On Fri, Aug 17, 2012 at 1:05 PM, Michael Kramer < > gameexpertmas...@gmail.com> wrote: > >> I've been trying for the past few days to i

[hlcoders] Can't seem to modify Player Angles

2012-08-17 Thread Michael Kramer
I've been trying for the past few days to implement a "barrel roll" function, by applying a transform on the player angles, but no matter what I do, the angles never seem to update. I've tried implementing it in several places, including gamemovement.cpp, and even setting the player angles to all

Re: [hlcoders] ATTN Valve: Server browser player count fluctuates/fails with bots

2012-07-30 Thread Michael Kramer
oftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> _______ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >>

[hlcoders] C_BaseAnimatingOverlay issues for Player Animation

2012-05-22 Thread Michael Kramer
a hill. Odd. So I want to tackle this assert first, and see if the fact that m_iv_AnimOverlay being empty is part of the issue. -- *Michael Kramer, Software Engineer & SEO Expert* http://www.siosphere.com | kra...@siosphere.com *

Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-22 Thread Michael Kramer
he issue first >> arose. >> >> ** ** >> >> To be frank, considering support for the Source SDK codebases is sparce >> in terms of frequency, you'll just have to deal with the problem. A >> terrible way that I resolved the issue with my mod was to simply

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-05-03 Thread Michael Kramer
;>>>>>>>>>>>> and in >>>>>>>>>>>>>> >> >>>> singleplayer. >>>>>>>>>>>>>> >> >>>> I disabled this code in cbaseentity_shared : >>>>&

Re: [hlcoders] Transparent VGUI Blocking Model

2012-03-31 Thread Michael Kramer
08 PM, Nick wrote: > drawing the model first? > > On Fri, Mar 16, 2012 at 1:53 PM, Michael Kramer wrote: > >> I have a floating VGUI Panel that follows a given entity, it seems to >> allow brush geometry through it, and other models. But the model of the >> en

Re: [hlcoders] Send Array of Entities to Client?

2012-03-20 Thread Michael Kramer
23 AM, Saul Rennison wrote: > Can I ask why it failed? You should be able to send an array of handles no > problem. > > On Tuesday, March 20, 2012, Michael Kramer > wrote: > > Is it possible to send an array of entities to the client? > > I tried creating an array of EHand

[hlcoders] Send Array of Entities to Client?

2012-03-20 Thread Michael Kramer
Is it possible to send an array of entities to the client? I tried creating an array of EHandle, but assigning the slots proved impossible. Is there a better way to send an array of entities to the client side? ___ To unsubscribe, edit your list preferen

[hlcoders] Transparent VGUI Blocking Model

2012-03-16 Thread Michael Kramer
solid, and obviously it is transparent on the bg. I'm just wondering if anyone has run across this before, and if so what they might have done to fix it. Thanks, -- *Michael Kramer, Software Engineer & SEO Expert* http://www.siosphere.com | kra...@siosphere.com *[c

Re: [hlcoders] Following a curved track?

2012-03-09 Thread Michael Kramer
cision but faster performance if it becomes an issue. On Thu, Mar 8, 2012 at 11:56 PM, Michael Kramer wrote: > That makes sense, I guess I'd just need to have it look continually at the > next 3 points along the track and graph the curve between the entities, and > I'll just need

Re: [hlcoders] Following a curved track?

2012-03-08 Thread Michael Kramer
; https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > _______ > To unsubscribe, edit your list preferences, or view the

[hlcoders] Following a curved track?

2012-03-08 Thread Michael Kramer
This is kind of an abstract programming question, but I can't find anything online that is what I'm looking for. I'm building an entity somewhat like the path_track, but it needs to allow for hills and turns (think of a rollercoaster), and the items I want to follow the track. I've been scratchin

Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy

2011-10-30 Thread Michael Kramer
;>> *Pro-Tip*: Don't Post here when you're High. >>> You make no sense 100% of the time. >>> >>> -Tony >>> >>> > > ___ > To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] Getting an attachment position on client side view model

2011-08-19 Thread Michael Kramer
18, 2011 at 11:13 PM, Michael Kramer < > gameexpertmas...@gmail.com> wrote: > >> When I drew a beam for one of my weapons I used the following: >> >> pBeam->PointEntInit( endPos, this ); >> pBeam->SetEndAttachment( 1 ); >> pBeam->SetWidth( widt

Re: [hlcoders] Getting an attachment position on client side view model

2011-08-18 Thread Michael Kramer
When I drew a beam for one of my weapons I used the following: pBeam->PointEntInit( endPos, this ); pBeam->SetEndAttachment( 1 ); pBeam->SetWidth( width / 4.0f ); pBeam->SetEndWidth( width ); However this was serverside code, But I did then have it also spark on the muzzle, so I did: CBaseViewMod

Re: [hlcoders] Alive?

2011-05-09 Thread Michael Kramer
I use it :) On Mon, May 9, 2011 at 6:03 PM, Trevor 'Drak' wrote: > Is the coders mailing forum still active? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/list

Re: [hlcoders] Npc Sparking on Think?

2011-03-21 Thread Michael Kramer
because the model compiler didn't like my custom collision model and replaced it with a super huge random shape. Result, everything on the map was stuck in the new model's collision mesh... On Sun, Mar 20, 2011 at 10:28 PM, Michael Kramer mailto:gameexpertmas...@gmail.com>>

[hlcoders] Npc Sparking on Think?

2011-03-20 Thread Michael Kramer
I looked through the back catalog of hlcoders list emails, but can't seem to find out why my new NPC just sits there and sparks :) I created a new NPC from a dummy, and added the follow behavior, and I notice that everytime I move, and the NPC should follow, it simply sparks instead. (sparks fly f

[hlcoders] Should I wait?

2011-03-17 Thread Michael Kramer
I want to start my mod, I used Source when it first came out (2004-2005) and used it for a year or two, and I'm getting back into it again, but I'm wondering if I should wait until the 2009 SDK is out? Or the better tools that are "coming" Or if the coming soon is still just Valve Time, in which ca

Re: [hlcoders] Shared variables

2008-04-04 Thread Michael Kramer
*baseplayer_shared.h* I believe On Fri, Apr 4, 2008 at 4:45 PM, Kenrick Rilee <[EMAIL PROTECTED]> wrote: > Where would I put a variable which I want hl2mp_player, > c_hl2mp_player.cpp, > and weapon classes to be able to see? > > Thanks, > > Kenrick Rilee >

Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition

2007-11-26 Thread Michael Kramer
Is express that much different from pro? I have the pro beta and I got it to compile debug with no errors On Nov 26, 2007, at 1:30 PM, Tom Leighton <[EMAIL PROTECTED]> wrote: Intellisense has been improved... a LOT. Apart from that, and the fact it is much more reliable / responsive, there is

Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer

2007-11-01 Thread Michael Kramer
It is 1 player. Not 32. Singleplayer only. But I understand what you mean. On Nov 1, 2007, at 7:32 PM, "Jorge Rodriguez" <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] No. 32 players * 256 quests * 256 objectives = 2097152 entries, and the prop buffer is prob

Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer

2007-11-01 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] If i make MAX_QUESTS and MAX_OBJECTIVES something really small like 4, it goes away, which doesn't really help me, because i'm sure i'll be using more than 4 quests But something even like 32, makes it give that engine error. Is there a way I ca

Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer

2007-11-01 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Both are set to 256 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer

2007-10-31 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] I'm getting this error when trying to implement my quest system, My Server Class is setup like BEGIN_SEND_TABLE_NOBASE( CObjective, DT_Objective ) SendPropString( SENDINFO( m_iszName ) ), SendPropString( SENDINFO( m_iszDescription ) ),

Re: [hlcoders] Enemy AI to attack you...

2007-10-21 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Thanks for the help, it was the NPC_TranslateActivity, I didn't have a ACT_RANGE_ATTACK1 Setup, And also, the weapon wasn't setup for NPC's either, so i had to do that as well. So thanks, -- ___ To un

Re: [hlcoders] Enemy AI to attack you...

2007-10-21 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] The Relationship is setup, that is why i'm confused. But it is completely custom NPC's, no hl2 npc's, But the relationships are still there. -- ___ To unsubscribe, edit your list preferences, or view

[hlcoders] Enemy AI to attack you...

2007-10-20 Thread Michael Kramer
ault behavior, and has all the capabilities to attack, but it just stands in place...and looks at me. And rotates as i walk around it. Any help would be greatly appreciated. -Michael Kramer -- ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Compiling under Visual Studio 2008

2007-10-17 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] I'm not quite up to date on the wiki style, so if someone else would like to, that would be fine, basically, i'm an idiot, and messed up on the link configuration for client_dll anyway, to get it to work, compile and link in Visual Studio 2008,

Re: [hlcoders] Compiling under Visual Studio 2008

2007-10-17 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Woot, Successfully compiled, linked, and running with visual studio 2008, so i guess you can ignore this now, -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit

Re: [hlcoders] Compiling under Visual Studio 2008

2007-10-17 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] I got it to compile and link...just not run successfully ha, hmm, i can continue to use 2005, but i haven't used it that much, so i don't know if it does the same thing that 2008 does, but 2008 compiles both client and server each on separate core

Re: [hlcoders] Compiling under Visual Studio 2008

2007-10-17 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] http://msdn2.microsoft.com/en-us/vstudio/aa700831.aspx Vista Only, -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/lis

[hlcoders] Compiling under Visual Studio 2008

2007-10-17 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] I recently got Visual Studio 2008, which supposedly is very compatible with visual studio 2005 project files, I did a new mod from scratch, and started compiling, it compiled fine, but I got a bunch of link errors, I fixed the Link errors by add

Re: [hlcoders] Loading screen art

2007-08-16 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Can't you just modify the loading dialog.res set it to be full screen and add an image based on what map is loading? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Beta Testers Having Issues Running Modification

2007-08-10 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] When i run a debug build, and try to run it thorugh steam without -allowdebug, it does exactly what you are saying, kicks me out, no error message, nothing, just out. But if it is a release build...then i have no idea.. -- __

Re: [hlcoders] Beta Testers Having Issues Running Modification

2007-08-10 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] If you compiled under debug, then you need to have them add -allowdebug to source sdk base, not just the mod, or compile under release, not debug. -- ___ To unsubscribe, edit your list preferences, or

Re: [hlcoders] plugin loading issues

2007-08-01 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] I believe it checks the bin folder by default place it in SourceMods/YourMod/bin -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.co

Re: [hlcoders] Screen To World (from mouse cursor to world coords)

2007-07-30 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Direct Copy paste from another email with same problem, >From Yahn at Valve: Note that the client .dll can request the last worldToScreen from the engine through the engine->GetWorldToScreenMatrix API. You might have to do this differently if th

Re: [hlcoders] Muzzle Origin in Third Person vs ViewModel

2007-07-26 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Vector startPos; QAngle angles; GetAttachment( LookupAttachment("muzzle"), startPos, angles ); Run that server side, and replace muzzle with whatever the attachment is called on the world model. -- __

Re: [hlcoders] Muzzle Origin in Third Person vs ViewModel

2007-07-25 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] The 3rd person model uses a different skeleton then the viewmodel. You have to update those animations and the muzzle position there as well. -- ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Stopping Sounds via QC File

2006-11-09 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] It is the script used for compiling models, holds information like scale, weight, textures, animations, and sounds that are triggered. -- ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Getting the world origin of a bone.

2006-09-13 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Thanks, worked like a charm. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Getting the world origin of a bone.

2006-09-13 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] I have #ifdef CLIENT_DLL #endif around it, so wouldn't that ensure it is on the client side, therefore the view model? -- ___ To unsubscribe, edit your list preferences, or view the list archives, pl

[hlcoders] Getting the world origin of a bone.

2006-09-13 Thread Michael Kramer
e screen, and not where it should. Any help would be appreciated. Thanks - Michael Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Source Engine Bugs

2006-08-21 Thread Michael Kramer
t send a message that is immaturity and illuse of this mailing list will not be tolerated. Thanks --= Michael Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Do you get that error launching any other source game? Or even the Source SDK Base itself with no launch options? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please vi

Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Try c:\steam\steam.exe" -applaunch 215 -dev -game "c:\steam\steamapps\SourceMods\mymod" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -- ___ To unsubscribe, edit your list preferences, or view the list archiv

Re: [hlcoders] EmitSound

2006-08-19 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Could you guys please continue this outside of the mailing list. It really detracts from the appeal of the mailing list, and is a waste, and would be much better handled over regular email. Thanks- Kramer -- ___

Re: [hlcoders] EmitSound

2006-08-18 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Why don't you try searching through the examples and files that are already in the source sdk? It isn't hard to search for EmitSound() and then look at the page and right clicking and going to "Goto Declaration" and seeing what header file it is

Re: [hlcoders] cannot view pupil in 3ds max???

2006-08-18 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] qceyes, the eyes are handled by the source engine, they are not part of the model. http://developer.valvesoftware.com/wiki/Character_Setup_Overview -- ___ To unsubscribe, edit your list preferences, or

Re: [hlcoders] SetThink

2006-08-17 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] SetThink and SetNextThink are in c_baseentity.h and basentity.h You can include them simply with cbase.h. You also need to declare the think functions in a DATADESC as Steve showed. -- ___ To unsubsc

Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Those errors suggest that you have an old version of hltvcamera.h and hltvcamera.cpp as well as an old version of glow_overlay,h . Your sdk is not updating all the files, make sure you aren't running steam with -beta sdk, or -beta engine. Valida

Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Can you post some of the errors you are getting please? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcode

Re: [hlcoders] SUB_StartFadeOut() for CLIENT_DLL

2006-08-12 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] You're right, we aren't going to get you removed, you just did with your inappropriate words. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.val

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] You are going to need to merge your modifications into the new code, The easiest way to do this is with the patch file that is floating around http://tinyurl.com/mjht6 -- ___ To unsubscribe, edit your l

Re: [hlcoders] Mystery HUD element in raw SDK

2006-08-09 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] I had this as well, but now I don't I think it is the MOTD window, look under sdk_player.cpp and search for PANEL -- ___ To unsubscribe, edit your list preferences, or view the list archives, please vi

Re: [hlcoders] XSI model to Hammer

2006-08-09 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] your $body studio is wrong I believe it should be $body studio "./abc" no .smd and have a ./ before it. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: ht

Re: [hlcoders] XSI model to Hammer

2006-08-09 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] opps your idle sequence is also wrong, $modelname abc/abc.mdl $cdmaterials models/abc $staticprop $scale 1.0 $body studio "./abc" $sequence idle "abc" fps 1 $collisionmodel "abc.smd" { $Mass 20 } -- _

Re: [hlcoders] modifying vgui2

2006-08-09 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] What compiler are you using? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Well Wouldn't Episode One Shared mean that it is sharing with other episodes, so to legally use it you would have to own episode 1 2 or 3. Such as Source Shared, you have to own a source game to get that .gcf -- __

Re: [hlcoders] Updated Known SDK Issues Page

2006-08-07 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Thanks Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] gravity gun sprites with the SDK update

2006-08-07 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] I believe they are under ths sprites/ folder in hl2mp gcf (under materials) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mai

Re: [hlcoders] Launching mod from error, Error!

2006-08-07 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Thanks Mike :D -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-07 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] I made a new map with func_door_rotating, and it works fine. On another note, it seems im getting random ASSERTS from GameMovement.cpp, anyone else getting these? After I get the error, the player begins to move around randomly -- __

Re: [hlcoders] Launching mod from error, Error!

2006-08-06 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] used to always work for me. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Launching mod from error, Error!

2006-08-06 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] I get this when I try to launch a map from hammer using my mod (app id 215) http://img137.imageshack.us/img137/3314/errorfw8.jpg Any ideas what is causing it? -- ___ To unsubscribe, edit your list pr

Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Same here..debug mode. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Same thing is happening to me, it opens up I see the game menu, then ding and vanishes. And my mod is the Mod from Scratch. -- ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be waiting for Half-Life 4...? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://l

Re: [hlcoders] Valve foggot put Zombine Code?

2006-08-05 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] it is npc_basezombie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Dual wielding

2006-07-30 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Assuming you are talking about hl2mp, you need to modify the files located under sourcesdk_content\hl2mp\modelsrc Look at the male and femle animations as well as the combine sdk -- ___ To unsubscribe,

Re: [hlcoders] Dual wielding

2006-07-30 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Like code whys? So that this button fires the left weapon this other button fires the right? Or just a model that show's to models with an animation that looks like both are firing? -- ___ To unsubscrib

Re: [hlcoders] Creating VGUI background map

2006-07-29 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] I think he wants the background to be a VGUI Panel...no map, just the VGUI Panel... -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware

Re: [hlcoders] SDK Update coming...

2006-07-29 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] What This Release Has * Lots of source code updates from the Episode 1 production code Hammer, Faceposer, Model Viewer updates Access to the Ep1 version of the Source Engine binaries What It Doesn't Have V

Re: [hlcoders] Source SDK Base?

2006-07-29 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] But it doesn't have HDR. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] HUD material scaling...

2006-07-28 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Use XRES(width) and YRES(Tall) functions to get the correct numbers, I don't use the HUD Textures, I use VGUI ImagePanels All Hud images are scaled from the 640X480 res up. So let's say at 640X480 you want it to be 64 pixels (you will have to ge

Re: [hlcoders] Interaction with VGUI Screens

2006-07-27 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Just have a bunch of Labels, set them hidden (Visible to 0) and then when a button is pushed have it trigger something (using inputs from hammer) that will make the current Label Invisible, and toggle one of the Other Label's Visible. --

[hlcoders] Complex HUD Question.

2006-07-26 Thread Michael Kramer
background image. This is my concept Hud: http://img208.imageshack.us/img208/3297/hudlayoutxo4.jpg As you can see it has a lot of transparent things, and alot of different hud elements. Just wondering what would be the easiest way to get what I want. Thanks -Michael Kramer

Re: [hlcoders] Upcoming SDK Release

2006-07-26 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Ok sorry, im just excited...:P -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Upcoming SDK Release

2006-07-26 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Can you give us an estimated time on when the SDK Update that includes the content from Team Fortress 2, Portal, and Episode 2 will be available? I know after they are released, but how long after? Thanks- Michael Kramer

Re: [hlcoders] Upcoming SDK Release (wishlist)

2006-07-26 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] The Motion blur and Depth of Field won't be coming, it takes 2 seconds to render each frame on Valve's Computer's. They won't release it until Hardware can handle it. I just want to get the FacePoser 2 System and Phong Shading. -- ___

Re: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Awesome, Thanks Mike, I'm glad Valve hired some one specificly for this reason. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com

Re: [hlcoders] Source SDK

2006-07-25 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] 001. John Sheu - Eternal Silence 002. Michael Kramer - Elements -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman

Re: [hlcoders] Easiest way to animate characters for HL 2 movie?

2006-07-25 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Check out FacePoser in the SDK. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Brush Function, Get Location name?

2006-07-21 Thread Michael Kramer
coded, I simply want to have location->SetText(m_iLocation); but seeing as the HUD is on the client, and the Brush Function is on the client, I don't know how to do this. And I don't know howto do a send and recieve table...which would probably be helpful. Thanks -M

Re: [hlcoders] HUD drawing problems

2006-07-21 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Not that I know of. But if you find one let me know :) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoder

Re: [hlcoders] Modifying HL2 characters

2006-07-21 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] If you want to just modify the texture, then all you need is Photoshop with the VTF Plugins If you want to change the model, you will need to use a modeling program such as XSI or 3DS Max. -- ___ To un

Re: [hlcoders] HUD drawing problems

2006-07-21 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Alright here is what I have: This is how I have the background for my Health Bar First off, my health bar has rounded edges, so I have three different images: vgui::ImagePanel *healthLeft; vgui::ImagePanel *healthBg; vgui::ImagePanel *healthRig

Re: [hlcoders] HUD drawing problems

2006-07-20 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] The way I have been drawing my images on the hud is with: vgui::ImagePanel *hudBg; hudBg = vgui::SETUP_PANEL(new vgui::ImagePanel(this, "HealthBg")); hudBg->SetImage("hud_health_bg"); hudBg->SetSize(this->GetWide(),this->GetTall());

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